93 lines
2.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SHERLOCK_EVENTS_H
#define SHERLOCK_EVENTS_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/stack.h"
#include "sherlock/resources.h"
namespace Sherlock {
#define GAME_FRAME_RATE 60
#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
enum CursorId { ARROW = 0, MAGNIFY = 1, WAIT = 2, INVALID_CURSOR = -1 };
class SherlockEngine;
class EventsManager {
private:
SherlockEngine *_vm;
uint32 _frameCounter;
uint32 _priorFrameTime;
Common::Point _mousePos;
ImageFile *_cursorImages;
bool checkForNextFrameCounter();
public:
CursorId _cursorId;
byte _mouseButtons;
bool _mouseClicked;
Common::Stack<Common::KeyState> _pendingKeys;
public:
EventsManager(SherlockEngine *vm);
~EventsManager();
void loadCursors(const Common::String &filename);
void changeCursor(CursorId cursorId);
void showCursor();
void hideCursor();
bool isCursorVisible();
void pollEvents();
void pollEventsAndWait();
Common::Point mousePos() const { return _mousePos; }
uint32 getFrameCounter() const { return _frameCounter; }
bool isKeyPressed() const { return !_pendingKeys.empty(); }
Common::KeyState getKey() { return _pendingKeys.pop(); }
void clearEvents();
void wait(int numFrames);
bool delay(uint32 time, bool interruptable = false);
void waitForNextFrame();
};
} // End of namespace Sherlock
#endif /* SHERLOCK_EVENTS_H */